After posting continuosly patches for Batman Doom through this thread, I've decided to make a totally pk3'ed version of ACE Team's Batman Doom (yep, everything you need is here), bringing new life to this wonderful PWad for Doom2.

My aim is to completely revive Batman Doom with modern implementations like special effects, lights effects, new sounds, new musics, new weapons, new HUD, new graphics, new foes etc. etc.The story and its background will never change, that's for sure, but maybe a titlemap, an intermap and an endmap will appear inside the project in future.For now I'm just trying to fix all the glitches encountered playing old BD with ZDoom/GZDoom, expecially DEHACKED and DECORATE warnings and, also, some modified good screens from Batman: Arkham City, in order to give more appeal to the entire project.

Once this PWad will be released you'll have everything "DoomBuilder ready", all maps in "GZDoom in Doom Format" with 3d compatible Legacy floors etc., tons of various effects like Gore, more versatile resources (I will change ALL inheritances & doomednums until DEHACKED become useless), all actors GL friendly and much, much more.

ACE Team for their original & unique BATMAN DOOMEvil Space Tomato for his Batman Doom Patch v0.4 for ZDoom/SkullTagDC Comics for their logo, Batman & all of his charactersRocksteady Studios & Warner Bros Interactive for "Batman: Arkham City" jpegs (see BDOzyAdd*.pk3)20th Century Fox for 1966's "Batman: Television Series" (songs & sounds at http://www.bat-mania.co.uk/multi/sounds/&#41;iD Software for their logo, Doom II & Quake III underwater soundsMonolith Software for burning sprites & player sounds from BloodGremlin Interactive for food sprites from NormalityRogue Entertainment & Velocity for the pickup sound from StrifeHuman Head Studios for heartbeat soundTormentor667 for HUD weapons/pickups/player sprites editing + revealing me what to fixSergeant Mark IV for destroyable stuff from ArmageDoom (cars, trashcans, garbages, trees)Xaser for the smoke sprite from CryoBow weaponCaptain Toenail for the morbid-smokey cloud sprites from Rot WraithNash for his NashGore system and its sprites/soundsMav3rick for his preciously inspired playtestingEd The Bat for CVARINFO and general useful code aidMovieSoundsClip.net for various voice acts (see below)

03/02/15:-Version 0.4-Added new recolored sprite actors for HUD weapons, pickups & player (thankx Tormentor667!);All actors are DB ready, but inheritances are still not changed;Fixed a glitch with Burn & Crush states to special TerroristKey actor;Fixed Berserk glitch: added new BatmanBerserk powerup (DENum 10000);Fixed many stuff on MAP01, MAP02, MAP03 (now has 3d Legacy floors);No more warnings on MAP01 & MAP03;Redefined Ninjakus a bit (lesser hard to beat);Replaced berserk bonuses inside first 3 maps;

01/02/15:-Version 0.3-Added burning sprites animations + GLDefs;Added Burn & Crush states to many actors;Added FLOATBOB properties to many pickups/powerups;Added GLDefs to ZekeMolotov;Added properly decorate translations for all pickups/powerups;Blackie Slade sprite remaps for BatmanPlayer & his weapons;Classified sprites inside properly folders;Converted all sprites to PNG paletted format (Doom2);Fixed an height problem with Zekes throwing sprites;Fixed LANGUAGE lump to v03;Moved out all new hi-res graphics / new songs to an external pk3: now it's up to you to use them or not;Ninjas attacks are REALLY threatening now, added also personalized jump attack (like maulerdemons);

29/01/15:-Version 0.2-Added creepy GLDefs to Scarecrow Shots;Added GLDefs to Joker, PenguinCopter & keys;Added blackie translations to some pickups (player & weaps frames seems to not work! - must be hand made directly?);Added new music title/intermission themes from original "Batman" TV Movies (I've also included some fighting songs, which will be used later - all OGG format);

27/01/15:-Version 0.1 (differences between this and BDP+07.pk3 patch)-PK3'ed all the original BATMAN DOOM WAD: you don't need the wad now;Added new TITLEPIC, INTERPIC, CONBACK, INTERPICS & CLUSTERPICS;Added GLDefs for Penguin Robots, Terrorists, Shotgun/GangWar Thieves, RocketMan;Fixed "invalid state range, DEH support data not loaded" warning: while using original DEHACKED & my BD+ patches, CrocRock (CacodemonBall) actor was unrecognizable and not loaded (also entire DEHACKED);Fixed DEHACKED max amount of ammos for SmokeBombs (now they're at max 100 not 960);Fixed GLDefs for BatDoomChandelier (now fits very well), added for WallLamp;Fixed Flamemen & Sniper GLDefs, now they're directly inherited via DECORATE;Fixed BatmanPlayer & many monsters collision using Scale properties through DECORATE scripting, now you can REALLY play without using crouch\noclip;Fixed LANGUAGE lump, now clusterdefs are faithful to originals;Fixed some actors heights;

TODO List (sometimes this voice will not be properly updated):

Spoiler:

NOTE: SINCE I HAVE MOVED REBORN ON GITHUB THIS WON'T BE UPDATED ANYMORE!-While playing with skill 2 HMP, MAP01 blue metro switch seems to not work properly: why?-Berserk don't goes automatically on raised fists: class inheritances, dehacked (no thing 58) or decorate?-Is there no choice to remove actors warnings only via unused DoomEdNums & breaking actors inheritances?-Zeke rotating sprites are really odd: sometimes molotov on the right hand, then on the left now;-KillerCroc boulders and lift/throw seems to be really slow and odd: must change decorate;-BatCaverns levels have many misalignements/HOM errors;-Map29 Penguin's healthbar seems to not work properly: rewrite ACS replacing deprecated APROP_SpawnHealth with something else?-PenguinCopter sprites must be improved with more style;-PenguinCopter exploding death needs some more special effects;-Must remove maps warnings, as well as fixing them all;-Must find where to add more GLDefs;

WARNING: IN ORDER TO PLAY BATMAN DOOM: REBORN YOU NEED THE LATEST GZDOOM + DOOM II

...and if anybody of you is interested on some more stuff of mine or just contributions, here you are links:

Now about this new version of batman there are few things that maybe will be good to rework Well since the batarang is a silent weapon, will be good take away the alert enemies from it when is used Getting some batman sound and replace all the doomguy sounds we dont wanna to reveal his secret identityEven new pick ups and power ups will be good too

Only nitpick I'd have would be that the new pictures, as nice as they are, don't match the art style of the in-game sprites and graphics. Going from a B/W moody style (a la Tim Burton/Nolan) to the campy and cartoony style of the original conversion.

I would love to see a more dark interpretation of BATMAN Doom and I was somehow hoping this would be it.

CeeJay wrote:Only nitpick I'd have would be that the new pictures, as nice as they are, don't match the art style of the in-game sprites and graphics. Going from a B/W moody style (a la Tim Burton/Nolan) to the campy and cartoony style of the original conversion.

I would love to see a more dark interpretation of BATMAN Doom and I was somehow hoping this would be it.

You gave me and interesting idea: converting all graphics like Sin City style or Satanic Doom mod. Many thankx for your considerations... are you an artist and want to join this project with me? I'm not an artist and I'm not sure if my skill with GIMP or Fireworks will be sufficient for the effort. For now I think I'll use some dark gray palettes, focusing colors only on gibs & blood...

Last edited by Ozymandias81 on Wed Jan 28, 2015 3:31 am, edited 1 time in total.

Now about this new version of batman there are few things that maybe will be good to rework Well since the batarang is a silent weapon, will be good take away the alert enemies from it when is used Getting some batman sound and replace all the doomguy sounds we dont wanna to reveal his secret identityEven new pick ups and power ups will be good too

All looking good and keep the good work

Always useful your observations, I'll see what I can do for purposes. Thankx and if you wanna be part of this project you're welcomed, like an artist or playtester.

Ozymandias81 wrote:You gave me and interesting idea: converting all graphics like Sin City style or Satanic Doom mod. Many thankx for your considerations... are you an artist and want to join this project with me? I'm not an artist and I'm not sure if my skill with GIMP or Fireworks will be sufficient for the effort. For now I think I'll use some dark gray palettes, focusing colors only on gibs & blood...

Alas no, I am not an artist and probably lack the patience for such things. One step towards that direction, however, would probably be to color the blue colors of Batmans suit to black along with all the weapon sprites.

CeeJay wrote:would probably be to color the blue colors of Batmans suit to black along with all the weapon sprites.

Very good idea indeed, should be easily doable with a translation

So I think changing palettes could be the worst thing I can do... I was thinking about translations IMHO, I look now for this immediately and submit v0.2... Any suggestions for new sounds? I've just included new songs (from Batman Televion Series of 1966 ) with the imminent submission. Another idea is to add graphical onomatopoeias when fighting barely with fists (also must add some kicks then - no, this will be not like Demonsteele definitely)...

Oh my, for some strange reasons, Player & HUD Weapons frames can't be translated... WTF! I think has something to do with inheritances, but my head has blown up for now. I'm planning to recolor sprites for myself with Slade & direct translations, but if anybody can lend me an hand, here you are Player decorate codes:

2 suggestions which simply aren't in the spirit of the original mod:- replacing the titlepic / interpic- replacing the titlemusic / intermusicI think editing the original TITLEPIC might be fine and adding your credits but the hires b/w drawing is out of place in terms of style. Same goes to the music. It feels more like something "for the sake of it" instead of leaving what we have.

Some more issues I found: - The melee chinese enemies with the two blades on their elbows are still much slower than the original version causing absolutely no treat.- The problem with the rocket launcher replacement (the grey bombs) isn't solved as well, you still have 960 ammo and that's by far too much and makes the game too easy.

Tormentor667 wrote:Some more issues I found: - The melee chinese enemies with the two blades on their elbows are still much slower than the original version causing absolutely no treat.- The problem with the rocket launcher replacement (the grey bombs) isn't solved as well, you still have 960 ammo and that's by far too much and makes the game too easy.

Chinese foes will be fixed in a short time, I forgot to fix them and I agree with you that they're dangerous like a small pack of 10 ants at your feet .

For Batman SmokeBombs, I've changed only DEHACKED inheritances without making a brand new properly ammo (now smokebomb weapon uses Doom2 RocketAmmo, which is also inherited by CheungSpawner, so must make new ammo with different DoomEdNum than 2010, then replace them into maps). But if I use IDFA/IDKFA or "give RocketAmmo/RocketBox", I didn't get MORE THAN 100 AMMOS instead of 960 you're saying.Here's some screenshots:

Spoiler:

So we start with no weapon & no bombs...

...I give to myself a backpack then I cheat plenty of time until max ammo is reached...

...so here you are what I see on my screen (remember: EVERYTHING YOU NEED IS HERE, YOU DON'T NEED BATMAN.WAD ANYMORE!):

Can't do anymore at the moment.

PS: For titlepic/interpic/titlemusic/intermusic I'll see what to do, maybe I will add an external pk3 for them.